| Species | Revenant |
| Order | Corporeal Undead |
| Classification | Undead |
| Dominion | Agikaani |
| Sphere | Hatred |
| Origin | Evil mortals dying with malice in their hearts |
| Lifespan | Inmortal |
| Habitat | Within 50 miles of their grave |
| Food | Terror and blood |
| Description | Revenants appear as they did in life, but with a tinge of grey and red under their skin. |
| Corruption | A hateful, evil person dying with intention to terrorize and kill those they knew in life. |
| Esoterica | Revenants are beings of msawhat and hatred resonance. They retain only powers that were not based on qi, the gates, positive resonances, or heavenly essences. They can learn new powers, usually of blood energy, feirua, other negative resonances, uafas, arnum, spirits, Damaskian powers, mana, ethereal energy, many forms of aether, mijjit, mansam, other humors, infernum, entropy, gebvel, doom, and flux. |
| Special Powers | Revenants cause unease in those who are near them. They are supernaturally strong, can sense those who were close to them in life, and can cause illness by speaking someone's name. If their bodies are mangled or destroyed, they can possess the body of another, but it will warp to look like they did in life. Their gaze can paralyze their targets with fear. If they drink someone's blood, they swell up in size until they can rest in their tomb and turn that blood into strength. A revenant can take the form of a dog, bear, or other animal if they have consumed enough blood. They are also sustained on terror. Weaker revenants only go out at night, but stronger ones can move in the daylight as well. Most revenants have other esoteric powers. |
| Necromancy | To intentionally become a revenant, a malicious, evil person must perform a small ceremony (19) before they die that involves drinking blood and torturing a victim. Control of a revenant is very difficult (25) and requires draining some of their blood and drinking it or use of raw msawhat or hatred resonance. To summon one, invoke their name or the names of their targets thirteen times in a circle of blood drawn on sand. To capture one and draw their power, one must paint their tomb with a sigil in blood and seal it with stitched flesh. |
| Sending | There are many ways to send a revenant, but all are risky. One is to find them after they have gorged on blood, dig them up from their resting place during the day, damage their body to release the blood, drag their body out, remove the heart, and burn it on a pyre. If the revenant has caused disease nearby, one must also remove the head in this process to end the sickness and send the undead. If fire is not possible, use of holy water might work. Another way is to seal the body in the tomb with a letter of absolution placed on the body's chest. |
| Weaknesses | Love resonance and dumaqu are the most potent, but other positive resonances, heavenly essences, qi, and the gates can send them. |
| Behavior | Revenants rise from the grave and terrorize the people they knew in life. They stalk those they hated the most, but will torment, assault, and kill anyone who they come across if they wish to. |
| Dominion Culture | In the Agikaani Dominion, revenants are either minor lords or high-ranking warriors. They serve as masters of small territories, specialized killers, or powerful esotericists. |
| Other Dominions | In the Raesian Dominion, they can more easily possess the bodies of others. In the Srisian Dominion, their paralyzing gaze is stronger. In Sangarian, their bloodthirst is more keen, and in Dun, their disease-spreading is more intense. In Fellwood, their terror-thirst is much more potent. In Godless, they are stronger when killing faithful, and in Qhanuum, they only use void powers. In Kaanian and Wapek, they are more aquatic, and in Campionese, they are common and high-ranking, slightly more powerful at their target sense. In Pandemonian, they have one random power extra. |
| Mortal Interactions | Revenants are whispered about in some places, rumored beings that bring vengeance and violence. Most do not believe in them. |
| Afterlife | Revenants usually spend a few Ages in the in-between before going on to the Catacombs, Hells, or Grey Lands. |
| Notables | Hurus Malhurus, Avenging Terror, Revenant Manifest; Lord Krand Baelfane of Nuur |
| Special Classes | Lord, Butcher, Heartripper, Warrior, Bloodcaster |
| Sample Stats | PRO 17 ATH 15 STR 21 AWA 11 Target Sense 15 WIL 16 Possessing 18 ROG 12 Unease Presence 7 Namespeaking 15 Gaze 15 Shapeshifting 15 Feardrinking 17 |
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